_________ __                 __
        /   _____//  |_____________ _/  |______     ____  __ __  ______
        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
    ______________________                           ______________________
                          T H E   W A R   B E G I N S
                   Stratagus - A free fantasy real time strategy game engine

spell_areabombardment.h
Go to the documentation of this file.
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8 // T H E W A R B E G I N S
9 // Stratagus - A free fantasy real time strategy game engine
10 //
11 //
12 // (c) Copyright 1999-2012 by Vladi Belperchinov-Shabanski,
13 // Joris DAUPHIN, and Jimmy Salmon
14 //
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29 
30 #ifndef SPELL_AREABOMBARDMENT_H
31 #define SPELL_AREABOMBARDMENT_H
32 
34 
35 /*----------------------------------------------------------------------------
36 -- Includes
37 ----------------------------------------------------------------------------*/
38 
39 #include "spells.h"
40 
42 {
43 public:
44  Spell_AreaBombardment() : Fields(0), Shards(0), Damage(0),
45  StartOffsetX(0), StartOffsetY(0), Missile(NULL) {};
46  virtual int Cast(CUnit &caster, const SpellType &spell,
47  CUnit *&target, const Vec2i &goalPos);
48  virtual void Parse(lua_State *l, int startIndex, int endIndex);
49 
50 private:
51  int Fields;
52  int Shards;
53  int Damage;
54  int StartOffsetX;
55  int StartOffsetY;
57 };
58 
60 
61 #endif // SPELL_AREABOMBARDMENT_H
MissileType
Base structure of missile-types.
Definition: missile.h:343
Spell_AreaBombardment::Parse
virtual void Parse(lua_State *l, int startIndex, int endIndex)
Definition: spell_areabombardment.cpp:43
Spell_AreaBombardment::Spell_AreaBombardment
Spell_AreaBombardment()
Definition: spell_areabombardment.h:44
Spell_AreaBombardment
Definition: spell_areabombardment.h:41
Vec2T
Definition: vec2i.h:36
SpellActionType
Definition: spells.h:63
Spell_AreaBombardment::Cast
virtual int Cast(CUnit &caster, const SpellType &spell, CUnit *&target, const Vec2i &goalPos)
Definition: spell_areabombardment.cpp:87
spells.h
SpellType
Definition: spells.h:205
CUnit
The big unit structure.
Definition: unit.h:135
Missile
Missile on the map.
Definition: missile.h:413
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